rogueattorney
Adventurer
It's a 28 page booklet detailing an 8 level pyramid dungeon and underground city. Thus it's quite necessarily scant in details. The first three or four levels of the dungeon are all that's really statted out fully. Everything else is basically just an outline. The suggested encounters at the lower level are just that: suggestions, and the module plainly states that the DM will have to be creative in coming up with a rationale for some of the encounters.
My main criticism would be that the map should be rearranged just a tad to allow for some more vertical movement between the levels for both the pcs and npcs.
It is quite clearly influenced by "Red Nails" (as was I1 Dwellers of the Forbidden City, by the way). All said, I think the module's an incredible example of Tom Moldvay's ability to convey a campaign's worth of inspiration in a very limited amount of space, a quality that he brought to many of his projects - X1 Isle of Dread, X2 Castle Amber, the Star Frontiers Volturnas series, and his Avalon Hill rpg, Lords of Creation are all great additional examples. The side-view map plus description of the underground cavern in which the city is found is enough to get my creative juices going.
My main criticism would be that the map should be rearranged just a tad to allow for some more vertical movement between the levels for both the pcs and npcs.
It is quite clearly influenced by "Red Nails" (as was I1 Dwellers of the Forbidden City, by the way). All said, I think the module's an incredible example of Tom Moldvay's ability to convey a campaign's worth of inspiration in a very limited amount of space, a quality that he brought to many of his projects - X1 Isle of Dread, X2 Castle Amber, the Star Frontiers Volturnas series, and his Avalon Hill rpg, Lords of Creation are all great additional examples. The side-view map plus description of the underground cavern in which the city is found is enough to get my creative juices going.